5.2 PTR: Raid and Scenario Preview, No New Dungeons

Today's 5.2 feature covers information about upcoming encounters--raid bosses and scenarios! While some bosses have incomplete entries so far and the loot tables aren't known yet, you can still get a sense of what the encounters are like with the Dungeon Journal. We think it's pretty neat that the Dungeon Journal is deliberately vague about Ra-den, a heroic-only encounter, by saying he's instead "shrouded in mystery"--brings back a sense of player discovery.

And as there's no new 5-player dungeons planned for the rest of MoP, we've highlighted our 5.2 scenario summaries to give you a taste of upcoming small-group content.

No New Dungeons in 5.2

People who read the 5.2 PTR Patch Note Preview may have noticed that there was no mention of new 5-player dungeons. Zarhym clarified that this was intentional, as it would disrupt the current progression model.

LFR has taken the place of dungeons for gearing-up mid-expansion. While players enjoyed Magisters' Terrace at the end of Burning Crusade, in the current raid context, it's strange for a dungeon's loot to be on par with raid gear. Players were unhappy with how 4.3 dungeon loot was comparable to normal Firelands, and it seems this is something Blizzard doesn't want to repeat. With multiple Raid Finder segments in MoP--five in Tier 14, four in Tier 15--players are intended to do these instead for gear catchup.

Zarhym

No 5-player dungeons planned. In the current endgame progression model, it'd be funky having a new 5-player tier in 5.2. (Source)Yeah it would be "funky" to add more 5 man content that alot of players want, seeing as how we only have nine atm

Not what I was referring to, which was current endgame itemization and the fact that 5.2 will have 15 raid bosses. (Source)

Those 15 bosses cant replace dungeonsd as catch up mechanisms. Do you want to go back to TBC poaching?

New Scenarios

We have information on four new 5.2 scenarios so far, all themed around the Mogu and Zandalari.

Stage 1 – Intercept the Zandalari PatrolRide the tame thunderwing and intercept the Zandalari patrol.Stage 2 – Neutralize the Guards and Sentry TotemsUse Sleeping Darts on Zandalari Overwatch and Smoke Bombs on Sentry Totems. Neutralize as many as possible in two passes over the shipyard.Stage 3 – Sabotage the WarshipGet Taoshi to the siege weapons at the front of the ship, then go below deck and assassinate the captain.Stage 4 – Cross the ShipyardEscape the warship and reach the gate at the far end of the shipyard.Final Stage – Defeat the GatekeeperSlay the gatekeeper.

Stage 1 – Find the lost explosivesAcquire the Heavy Explosives from the Deathknell Graves.Stage 2 – Deliver the explosives to ElsiaSpeak to Elsia at the city wall.Stage 3 – Detonate explosivesLight the fuse on the Heavy Explosives.Final Stage – Kill War-God Al'chukla

5.2 Raid Bosses

5.2 has two new world bosses, 12 raid bosses in the Throne of Thunder available on normal and heroic difficulty, and one heroic-only boss, Ra-den.

Shrouded in mists since the world was sundered ten thousand years ago, the ancient realm of Pandaria has remained unspoiled by war. Its lush forests and cloud-ringed mountains are home to a complex ecosystem of indigenous races and exotic creatures. It is the homeland of the enigmatic pandaren, a race that celebrates life to the fullest even while under siege by an ancient menace.

Nalak, The Storm Lord

When Lei Shen discovered a rare clutch of thundering cloud serpents, he was awed, and set to subjugating them. The largest hatchling fiercly resisted, and when Lei Shen visited the handling pens, he laughed mightily at the charred mogu that lined the walls. He took the hatchling for his own, and for its obedience, granted it power over the storms and the sky. For thousands of years following the death of the Thunder King, Nalak has guarded the walls of his hidden citadel, awaiting his return.

Arc Nova: A pulse of electric energy inflicts 350000 Nature damage to players within 35 yards and knocks them back.

Lightning Tether: Nalak tethers several players to him, inflicting 10000 Nature damage every 1 sec. and an additional 20000 Nature damage if they are greater than 30 yards from Nalak. Lasts 15 sec.

Oondasta

As the war against Lei Shen's island citadel began, Alliance and Horde scouts made an effort to intercept missives between the major Zandalari camps. One such exchange seemed to revolve around an unfamiliar Zandalari word, always surrounded by terms of conquest and power: Oondasta. Somewhere in Pandaria, the Zandalari Beast Ward raises their mighty beasts as engines of war, and is putting the finishing touches on this Loa-infused monstrosity. The exact location, however, remains unknown...

Crush: Oondasta crushes his current target, inflicting 462500 to 537500 Physical damage and reducing armor by 25% for 1 min. This effect stacks.

Frill Blast: Oondasta's armor is more than just for decoration, and can charge up this powerful blast that inflicts 800000 Fire damage to all players in a 60-yard hemisphere in front of Oondasta.

Piercing Roar: Oondasta unleashes a piercing roar, inflicting 200000 Physical damage to all players and interrupting spell-casting, preventing spells of that school from being cast for 10 sec.

Spiritfire Beam: Oondasta fires a beam of spiritfire energy at a player, inflicting 138750 to 161250 Fire damage and jumping to a nearby ally. Up to 20 players can be affected, with damage increasing by 50% with each jump.

Lei Shen's island citadel

Jin'rokh the Breaker

Coming Soon

Horridon

The Zandalari brought powerful creatures with them to the Isle of the Thunder King to use as engines of war. Led by the War-God Jalak, the dinomancers of the Zandalari Beast Ward use ancient tribal magics to strengthen the great beasts and command obedience. The horns of Horridon, the fabled mount of Jalak himself, can tear through the stone walls of a keep as a blade cuts silk.

Triple Puncture: A brutal tri-horned strike that inflicts 462500 to 537500 Physical damage and increases the damage taken from Triple Puncture by 10% for 1 min. This effect stacks.

Double Swipe: Horridon swings his massive head and tail to and fro, inflicting 277500 to 322500 Physical damage to players in a 35-yard cone in front of and behind himself. This effect happens twice.

Charge: Horridon charges at a random player, performing a Double Swipe once he reaches their location.

Venom Bolt Volley: The Venomous Effusion unleashes a spray of vile toxins that inflicts 27750 to 32250 Nature damage to all enemies instantly, and 13875 to 16125 Nature damage every 3 sec for 1 min. This effect stacks.

Living Poison: When a Venomous Effusion is created, a pool of Living Poison forms beneath it. Living Poison inflicts 185000 to 215000 Nature damage to enemies within 4 yards every 0.5 sec and wanders around.

The Drakkari:War-God Jalak will call upon the Drakkari tribe to enter the arena third.

Risen Drakkari Warrior: Once called to action, Risen Drakkari Warriors pour from the Drakkari tribal door until it is destroyed.

Uncontrolled Abomination: The foul necromantic magics that animated the last remnants of the Drakkari tribe left them bereft of intelligence and purpose, causing the Risen Drakkari to attack random targets.

Risen Drakkari Champion: Once called to action, Risen Drakkari Champions pour from the Drakkari tribal door until it is destroyed.

Uncontrolled Abomination: The foul necromantic magics that animated the last remnants of the Drakkari tribe left them bereft of intelligence and purpose, causing the Risen Drakkari to attack random targets.

Drakkari Frozen Warlord: A total of three Drakkari Frozen Warlords will jump down from the arena stands once the Drakkari are called to action.

Mortal Strike: A powerful blow inflicts 300% weapon damage and leaves the player wounded, reducing the effectiveness of any healing received by 50% for 8 sec.

Frozen Orb: Summons an orb of frozen power that shoots a bolt of frost at a nearby enemy target every 0.5 sec, inflicting 185000 to 215000 Frost damage and slowing movement speed by 20% for 2 sec.

The Amani:War-God Jalak will call upon the Amani tribe to enter the arena last.

Amani'shi Protector: Once called to action, Amani'shi Protectors pour from the Amani tribal door until it is destroyed.

Amani'shi Flame Caster: Once called to action, Amani'shi Flame Casters pour from the Amani tribal door until it is destroyed.

Fireball: Hurls a ball of fire at a random player, inflicting 69375 to 80625 Fire damage.

Amani Warbear: A total of three Amani Warbears will jump down from the arena stands once the Amani are called to action.

Swipe: The warbear swipes with its claws, inflicting 83250 to 96750 Physical damage to players in a 0-yard cone.

Amani'shi Beast Shaman: Amani'shi Beast Shaman ride atop the powerful Amani Warbears and can be attacked once the Warbear has fallen.

Chain Lightning: The Beast Shaman calls upon the spirits of the storms to inflict 83250 to 96750 Nature damage to a player. Chain Lightning can jump to another player within 5 yards, affecting 3 total targets and increasing damage by 50% per jump.

Hex of Confusion: Hexes a player for 30 sec, giving them a 50% chance to injure themselves for 55500 to 64500 Physical damage when casting a spell or using an ability.

The Zandalari:War-God Jalak and his faithful Zandalari Dinomancers will come to the aid of Horridon during the battle.

Zandalari Dinomancer: Zandalari Dinomancers will jump down into the arena periodically.

Dino-Mending: The dinomancer channels a beam of healing energy at Horridon, healing 1% of Horridon's maximum health every 3 sec.

Dino Form: At 50% health, the dinomancer transforms into a powerful Devilsaur, increasing Physical damage dealt by 50% but preventing the dinomancer from casting Dino-Mending.

Orb of Control: When the Zandalari Dinomancer transforms, it drops its Orb of Control. A player can interact with the orb to temporarily dominate Horridon's mind, forcing the beast to charge into a tribal door. Destroying a tribal door prevents additional members of that tribe from entering the arena.

Headache: Charging into a tribal door gives Horridon a terrible headache, stunning him for 10 sec.

Cracked Shell: Horridon's shell cracks after ramming into a door, increasing damage taken by 50%. This effect stacks up to 4 times.

War-God Jalak: After all four tribes have been called, or when Horridon has been damaged below 30% health, War-God Jalak himself will enter the arena.

Rampage: War-God Jalak's death causes Horridon to go on a rampage, increasing damage dealt by 100% and attack speed by 100%.

The Council of Elders

The Spirit of Gara'jal: The spirit of Gara'jal the Spiritbinder possess a random councillor, empowering their abilities and causing them to generate Dark Energy. The spirit remains in a councillor until they suffer 25% of their maximum health in damage. Once the spirit is forced out, it rushes to inhabit a new councillor, resets Dark Energy to 0, and leaves behind the Lingering Presence effect.

Lingering Presence: When the Spirit of Gara'jal leaves a councillor, it leaves behind the Lingering Presence effect. This effect increases all damage done by 10% and increases the rate that Dark Energy is generated by 10% for the remainder of the fight. This effect stacks.

Dark Power: If a councillor reaches 100 Dark Energy they will begin to cast Dark Power every second. Dark Power inflicts 9250 to 10750 Shadow damage to all players and increases in damage by 10% with each cast.

Soul Fragment: Every other time the Spirit of Gara'jal is forced out of a councillor, he leaves behind a Soul Fragment.Soul Fragments possess a random player, inflicting 35000 Shadow damage every 3 sec until the Soul Fragment is passed to another player. In addition, each time the Soul Fragment deals damage, it applies Shadowed Soul to that player.

In 25-Player Heroic Difficulty, a Soul Fragment is created every time that the Spirit of Gara'jal is forced out of a councillor.

Shadowed Soul: All damage taken increased by 5% for the remainder of the fight. This effect stacks.

Frost King Malakk:

Frigid Assault: Frost King Malakk imbues his weapons with ice, causing his melee attacks to inflict 73125 to 76875 Frost damage. In addition, each melee attack applies the Frigid Assault effect. The Frigid Assault effect will stun the target for 15 sec if it reaches 15 stacks.

Biting Cold: Frost King Malakk shrouds a player in ice, inflicting 82875 to 87125 Frost damage and afflicting them with Biting Cold. Biting Cold causes the player to inflict 82875 to 87125 Frost damage to all allies within 4 yards every 2 sec for 30 sec.

Frostbite: Frost King Malakk uses this ability while possessed by the spirit of Gara'jal.Frost King Malakk shrouds a player in ice, inflicting 97500 to 102500 Frost damage and afflicting them with 5 stacks of Frostbite. Frostbite causes the player to inflict 29250 to 30750 Frost damage per stack of Frostbite to all allies within 4 yards every 2 sec for 30 sec.Stacks of Frostbite are reduced by 1 for each player that stays within 4 yards of the player afflicted with Frostbite. The number of stacks of Frostbite cannot be reduced below one.

In 10-Player modes, 2 stacks of Frostbite are removed for each player within 4 yards.

On Raid Finder difficulty, 4 stacks of Frostbite are removed for each player within 4 yards.

Body Heat: When a player is hit by an ally's Frostbite, they begin to lose Body Heat over 8 sec. Once Body Heat expires, the player is Chilled to the Bone and no longer able to contribute to reducing the number of stacks of Frostbite an ally has for 8 sec.

Kazra'jin:

Reckless Charge: Kazra'jin rushes towards a random player's location, inflicting 69375 to 80625 Nature damage to all players in a line to his target and knocking all players within 5 yards back when he lands.

Overload: Kazra'jin uses this ability after performing a Reckless Charge while possessed by the spirit of Gara'jal.Kazra'jin becomes electrified, stunning himself for 20 sec and reflecting 50% of all damage taken as Nature damage.

Discharge: Kazra'jin uses this ability after performing a Reckless Charge while possessed by the spirit of Gara'jal.Kazra'jin becomes electrified, stunning himself for 20 sec and reflecting 10% of all damage taken as Nature damage to all players.

Sul the Sandcrawler:

Sand Bolt: Sul the Sandcrawler hurls a bolt of sand at a random player's location, inflicting 138750 to 161250 Nature damage to all players withing 5 yards of the targeted location.

Quicksand: Sul the Sandcrawler summons a pool of Quicksand at a random player's location, afflicting them with Entrapped.Quicksand inflicts 121875 to 128125 Nature damage every second to all players within 7 yards and causes them to become Ensnared.

Ensnared: Quicksand pools cause players to gain a stack of Ensnared every second they are inside of it. Ensnared reduces movement speed by 15% per stack.If Ensnared reaches 5 stacks, players become Entrapped.

Entrapped: Players at the location of a pool of Quicksand being created or that reach 5 stacks of Ensnared are rooted in place for 30 sec.

Sandstorm: Sul the Sandcrawler uses this ability while possessed by the spirit of Gara'jal.Sul the Sandcrawler summons a sandstorm that inflicts 35000 Nature damage to all players every second for 8 sec, and animates all existing pools of Quicksand, transforming them into Living Sand.

Living Sand: Living Sand creatures rise from pools of Quicksand whenever a Sandstorm occurs, and remain active until they are killed.When a Living Sand dies, it creates a new pool of Quicksand at their location.

Fortified: Living Sand that are still active when a sandstorm occurs become fortified. This effect heals the Living Sand to full and increases all damage done by 100% until they are killed. This effect stacks.

Treacherous Ground: Quicksand pools that overlap with one another will combine into a single pool of proportionately larger size.Living Sand risen from Quicksand pools that have combined into larger pools have their health and damage increased by 100% for each pool that has combined.

Wrath of the Loa: High Priestess Mar'li strikes a player with the Wrath of the Loa, inflicting 115625 to 134375 Holy damage.

Blessed Loa Spirit: High Priestess Mar'li summons a Blessed Loa Spirit at her location. The spirit will move towards Mar'li's ally with the lowest remaining health and heal them for 5% of their maximum health if the spirit is not killed before reaching its target.If the spirit is still alive after 20 sec. it will instantly jump to its target and heal them for 5% of their maximum health.

Wrath of the Loa: High Priestess Mar'li uses this ability while possessed by the spirit of Gara'jal.High Priestess Mar'li strikes a player with the Wrath of the Loa, inflicting 138750 to 161250 Shadow damage.

Shadowed Loa Spirit: High Priestess Mar'li uses this ability while possessed by the spirit of Gara'jal.High Priestess Mar'li summons a Shadowed Loa Spirit at her location. The spirit fixates on a random player and pursues them for 20 sec, instantly killing them if the spirit comes within 6 yards of the player.If the spirit is still alive after 20 sec it will instantly jump to its target and kill them.

Twisted Fate: High Priestess Mar'li uses this ability while possessed by the spirit of Gara'jal.High Priestess Mar'li rips the souls from two random players and links them together. Each soul pursues the soul it is linked to and inflicts 250000 Shadow damage to all players every 3 sec. The damage of Twisted Fate is reduced the further each soul is from the other.When a soul dies, severing the link between the two, the remaining soul begins to inflict 100000 Shadow damage every 3 sec.

Tortos

An ancient giant turtle.

Call of Tortos: Tortos lets out a rumbling call, causing several smaller turtles to enter the area and attack players.

Whirl Turtle:

Spinning Shell: The turtle chases players around the room, spinning rapidly and continuously inflicting 28500 to 31500 Physical damage to enemies within 0 yards and knocking them away.

Shell Block: The turtle hides in his shell at low health, gaining immunity to all damage. While in this state, the turtle can be kicked across the room by players, applying Shell Concussion to any creatures it hits along the way.

Shell Concussion: When kicked, the shell spins forward, interrupting enemies it touches and leaving them off-balance, increasing the damage they take from all sources by 15% for 15 sec.

Rockfall: A lightning-charged stalactite falls from the roof of the cave, inflicting 1374 to 1748 (+ 150% of SpellPower) Nature damage to enemies within 0 yards and 22500 to 27500 Nature damage to enemies within 20 yards.

Quake Stomp: Tortos performs a massive stomp that inflicts Physical damage to all enemies equal to 100% of their maximum health and increases the frequency of Rockfalls for 9 sec.

Drain the Weak: Drains health when attacking targets with less than 350000 current health, inflicting 10% of weapon damage as Physical and healing the caster for 500% of the damage dealt.

Crystal Shell: The crystal reacts when struck, encasing the attacker in a shell that absorbs all incoming damage and healing. Initially the shell will absorb up to 100000 damage, but healing absorbed by the shell is added to this total, up to a maximum of 500000. The shell breaks when it cannot absorb any more damage.

Megaera

An ancient multi-headed hydra lurking beneath the waters.

One Body, Many Heads:When one of Megaera's heads is destroyed, the body takes damage equal to the head's maximum health and two heads regrow in its place.When a Wild head is destroyed, all heads stop being Wild and all heads outside of the Concealing Fog become Focused.When a Focused head is destroyed, two Focused heads appear in its place. After twenty seconds all heads stop being Focused and start being Wild.

Fire Head: One of Megaera's heads, imbued with fire and ready to burn any prey that wanders too close.

Cinder: Megaera spits a fiery projectile at a random enemy location that on impact with the ground creates Consuming Flames. If the missile hits a player, it sets them on fire, inflicting 71250 to 78750 Fire damage and an additional 45000 every 1 second and creates Consuming Flames when dispelled.Cinder melts all nearby Icy Ground and prevents Frozen Solid.

Consuming Flames: The cinder ignites the ground, inflicting 47500 to 52500 Fire damage every 0.5 second to any player standing in the fire.

Focused: Megaera's head leans in and attacks with its teeth and breath.

Fire Spew: Megaera's breath inflicts 57000 to 63000 Fire damage every 0.5 seconds for 1 sec to players within a 100-yard 60-degree cone.Additionally, all players damaged by the breath are affected by Burning Flesh.

Frost Spew: Megaera's breath inflicts 57000 to 63000 Frost damage every 0.5 seconds for 1 sec to players within a 100-yard 60-degree cone.Additionally, all players damaged by the breath are affected by Frozen Solid.

Frozen Solid: Megaera's frost attacks encase the player in ice, stunning them for 5 sec.

Poison Head: One of Megaera's heads, imbued with poison to quickly digest its prey.

Acid Rain: Megaera spits three globs of acid at a random enemy, that upon impact inflict 237500 to 262500 Nature damage to all targets. Damage is reduced the farther the player is from the impact location.

Focused: Megaera's head leans in and attacks with its teeth and breath.

Toxic Spew: Megaera's breath inflicts 57000 to 63000 Nature damage every 0.5 seconds for 1 sec to players within a 100-yard 60-degree cone.Additionally, all players damaged by the breath are affected by Rot Armor.

Arcane Head: One of Megaera's heads, imbued with arcane energies after centuries of absorbing runoff magic from the mogu citadel above.

Nether Bomb: Megaera spits an orb of arcane energy near a random enemy location. If the Nether Bomb lands on a player, it inflicts 356250 to 393750 Arcane damage and causes the player to become Empowered. If the Nether Bomb is not absorbed by a player, it inflicts 95000 to 105000 Arcane damage to all players.

Empowered: The nether energy flows through players, increasing all damage done by 50%, healing done by 50%, and Arcane damage taken by 100%.

Focused: Megaera's head leans in and attacks with its teeth and breath.

Arcane Spew: Megaera's breath inflicts 57000 to 63000 Arcane damage every 0.5 seconds for 1 sec to players within a 100-yard 60-degree cone.Additionally, all players damaged by the breath are affected by Consuming Magic.

Consuming Magic: The lingering effects of Megaera's Arcane Spew absorb all healing received for 5 min.

Arterial Cut: Victims of Arterial Cut suffer 40000 Physical damage every second until they are restored to full health.

Gaze: If Durumu has no valid melee targets he will instead Gaze at all players, inflicting 50% weapon damage as Physical damage.

Disintegration Beam: Durumu will focus his gaze into a beam of pure destruction directly in front of him. Players who are caught in the beam are killed instantly. While focusing this beam Durumu will slowly turn in either direction and his Roving Eye will create a maze of Eye Sores across the platform.

Roving Eye: Durumu summons a Roving Eye that will create a maze of Eye Sores across the platform whenever he channels his Disintegration Beam.

Eye Sore: Eye Sores inflict 75000 Arcane damage to victims within their area of effect every second.

Stern Eye: Stern Eyes are created as part of the Roving Eye's maze Pattern around the circumference of Durumu's Platform. Stern Eyes gaze directly back at Durumu and will focus on players inside the inverted thirty-degree cone area in front of them. The cone is widest at the edge of the platform and tapers off to a point at Durumu's location in the center of the platform.The closest players inside this area will be victim to Stern Gaze.

Stern Gaze: Stern Eyes inflict Arcane damage to the closest 5 players based on how far they are from the Stern Eye.

Stern Gaze: Stern Eyes inflict Arcane damage to the closest 2 players based on how far they are from the Stern Eye.

Walls of Ice: Durumu summons three walls of ice to impede players as they attempt to move around the platform. The individual sections of each ice wall have their health linked and will shatter when any section has been sufficiently damaged.

Colorblind: Durumu spawns a Blue Eye, Red Eye, and a Yellow Eye to cast three color beams targeting random players in the raid. Once the initial beam completes, the eye focuses a cone on the target for the duration of the Colorblind sequence. Players in each cone split damage equally and will gradually suffer more damage the longer they are within the cone's area of effect.Each cone will reveal a specific creature that is normally invisible.These cones persist until players have found and vanquished all Burning Eyes.

Burning Eye: Burning Eyes are only revealed by the red rays of the Red Eye's Infrared cone.

Biting Chill: Cold Eyes will respawn in a random location on the platform after they have been defeated.

Mind's Eye: Durumu summons a Mind's Eye that will cast Force of Will periodically.

Force of Will: The Mind's Eye focuses intently towards a random player. Players caught in the Mind's Eye's gaze when this ability finishes are knocked back.

Hungry Eye: Durumu will summon a Hungry Eye that will cast Life Drain on players.

Life Drain: The Hungry Eye focuses its gaze on a random player and begins to draw out their life force, stunning them for 15 sec. Life lost from the victim is added to Durumu's health pool.The longer the Hungry Eye is allowed to focus on any given player the more life will be drawn from the victim. Hungry Eyes drain the life of the closest player between it and the initial target.

Dark Parasite: Dark Parasites course through the victim, inflicting Shadow damage every second. The amount of damage increases the longer the parasite is allowed to infect its host.Dispelling the parasites from the victim causes the parasites to morp into a Dark Plague.

Dark Plague: When Dark Parasites are cleansed they morph into a Dark Plague. Dark Plague's duration is equal to the duration remaining when Dark Parasites was cleansed and will spawn a Roving Eye every 3 seconds.

Roving Eye: Roving Eyes are spawned from victims of Dark Plague and will attack a random player.

Devour: Roving Eyes inflict 50000 Shadow damage to their chosen host every two seconds. Any damage the Roving Eye suffers is copied to the host.

Lingering Gaze: The Appraising Eye lobs a shadowy missile at a random player. When the missile lands it will create a zone that will persist until the end of the encounter. Players entering this zone suffer 75000 Shadow damage every second.

Primordius

Deep within the bowels of Lei Shen's island citadel, mogu flesh-shapers formed the saurok out of a magical substance of unknown origin. When the citadel was abandoned, some experiments languished in the dark pools for far too long....

Primordial Strike: Primordius claws at his current target, inflicting 647500 to 752500 Physical damage to all players in a 7-yard cone.

Malformed Blood: The heavily-mutated blood within Primordius spreads to his current target, inflicting 10000 Nature damage every 3 sec and causing the afflicted player's attacks to Congeal Blood, inflicting 20000 additional Nature damage to Living Fluids and Viscous Horrors. This effect lasts 1 min and stacks.

Evolution: When Primordius is mutated by enough Living Fluids and Mutagenic Pools, he evolves. Evolution increases all damage dealt by Primordius by 10% and grants him a new mutaiton. This effect stacks. Primordius can only have 3 mutations at any time.

Mutation: Pathogen Glands: Allows Primordius to spray a Volatile Pathogen at a player, inflicting 60000 Nature damage to an enemy player every 1 sec and summoning a Living Fluid.

Mutation: Metabolic Boost: A hyperactive metabolism allows Primordius to use abilities more often and increases attack speed by 50%.

Mutation: Erupting Pustules: Pustules erupt every 5 sec, showering the area with corrosive blood that inflicts 277500 to 322500 Nature damage within 2.5 yards of the impact.

Living Fluid: Living fluid seeps from the pools surrounding Primordius's lair and slowly make their way to Primordius.

Mutate Primordius: If a Living Fluid reaches Primordius, it is absorbed, increasing Primordius's current mutation level.

Mutagenic Pool: When a Living Fluid dies, it leaves behind a Mutagenic Pool that can mutate Primordius or players.

Mutate Primordius: When Primordius steps on a Mutagenic Pool, it is absorbed, increasing Primordius's current mutation level.

Mutate Player: When player steps on a Mutagenic Pool, it is absorbed, inflicting 185000 to 215000 Nature damage and causing a mutation. Each helpful mutation recieved by a player increases the chance that the next mutation will be harmful by 10%. If a mutated player is dispelled, all mutations are removed.

Helpul Mutation: Thick Bones: The player's bones become thick and powerful, increasing all stats by 10%. This effect can stack up to 10 times.

Harmful Mutation: Fragile Bones: The player's bones become thin and brittle, reducing all stats by 10%. This effect can stack up to 10 times.

Helpful Mutation: Clear Mind: The player's mind becomes clear and focused, increasing Mastery by 10%. This effect can stack up to 10 times.

Harmful Mutation: Clouded Mind: The player's mind becomes clouded and unfocused, reducing Mastery by 10%. This effect can stack up to 10 times.

Helpful Mutation: Improved Synapses: The player's neural synapses fire more quickly, increasing Haste by 10%. This effect can stack up to 10 times.

Harmful Mutation: Dulled Synapses: The player's neural synapses fire more slowly, reducing Haste by 10%. This effect can stack up to 10 times.

Molten Overload: When he reaches maximum molten energy, Ro'shak will overload and combust, casting Molten Inferno every 1 sec until he is degraded of molten energy.

Unleashed Flame: Ro'shak incinerates the largest cluster of enemies he can find, inflicting 600000 Fire damage split evenly among targets within 8 yards. Discharging this flame will relieve Ro'shak of 300 Molten Energy.There must be at least 3 targets clustered in order to get Ro'shak's attention.

Unleashed Flame: Ro'shak incinerates the largest cluster of enemies he can find, inflicting 600000 Fire damage split evenly among targets within 8 yards. Discharging this flame will relieve Ro'shak of 300 Molten Energy.There must be at least 5 targets clustered in order to get Ro'shak's attention.

Arcing Lightning: Quet'zal zaps a random player with Lightning, stunning them and causing them to shock nearby allies for 39000 to 41000 Nature damage. This effect jumps to nearby allies, causing them to also pulse with electricity.They are stunned until another player pulls them out of the storm.

Windstorm: Quet'zal pulls all players into the eye of a rushing windstorm. Players suffer 19500 to 20500 Nature damage every 1 second until they are able to exit the storm.Once the storm is over, some rushing winds will linger.

Ignite Cyclone: Iron Qon ignites a random cyclone, causing it to burn all players for 9250 to 10750 Fire damage every 2 sec.

Freeze Cyclone: Iron Qon freezes a random cyclone, causing it to entomb players in ice on contact. The player will take damage equal to 5% of their maximum health every 2 sec.

Twin Consorts

Coming soon!

Lei Shen

The Thunder King himself. Coming soon!

Lightning Conduits:While Lei Shen is in range of a Lightning Conduit he will power it, granting him an additional ability specific to that Lightning Conduit. The power level of the Conduit increases the longer Lei Shen is charging it, increasing damage dealt by the granted ability. When the Conduit's power reaches 100, it will increase the level of the Conduit, and the Conduit's power will reset to 0.

North Conduit: Static Electricity: Lei Shen charges the target with Static Electricity which causes a Static Shock after 8 sec. Static Shock inflicts 1000000 Nature damage divided among all players within 8 yards.As the level of the Static Elecritcity Conduit increases, the number of targets Lei Shen afflicts with Static Shock will also increase.

East Conduit: Diffusion Chain: Inflicts 97500 to 102500 Nature damage, chaining to nearby enemies. When an enemy is hit by Diffusion Chain, a Diffused Lightning spawns at the location.As the level of the Diffusion Chain Conduit increases, the spawned Diffused Lightning elementals grow more powerful.

South Conduit: Overcharge: Lei Shen Overcharges a target player. After 3 sec, Overcharge bursts, emitting a ring of electric energy around the target that quickly expands. Inflicts 195000 to 205000 Nature damage, stunning affected targets for 3 sec.As the level of the Overcharge Conduit increases, the number of targets Lei Shen afflicts with Overcharge will also increase.

West Conduit: Bouncing Bolt: Lei Shen conjures Bouncing Bolts that target random locations on the ground. Each Bolt inflicts 146250 to 153750 Nature damage to enemies within 6 yards. If the Bouncing Bolt does not impact with an enemy, an Unharnessed Power is formed, and the Bouncing Bolt will bounce again.As the level of the Bouncing Bolt Conduit increases, the number of Bouncing Bolts that Lei Shen conjures will also increase.

Unharnessed Power: When Bouncing Bolts impact the ground and are not absorbed by enemies, an Unharnessed Power is unleashed.

Stage One: Thunderstruck!:

Discharge: If Lei Shen is not charging a Conduit, he will Discharge electricity, inflicting increasing Nature damage every 0.300000012 sec.

Maim: If the target of Decapitate gets far enough from Lei Shen, they are safe from Decapitation and instead are merely maimed.

Thunderstruck: Lei Shen winds up to hurl his axe at a target location, inflicting 731250 to 768750 Nature damage to nearby enemies. The damage inflicted decreases the farther away an enemy is from the impact point.

Overloaded Circuits: The Conduit with the highest charge after Supercharge Conduits expires becomes Overloaded, disabling the Conduit. An Overloaded Conduit inflicts 73125 to 76875 Nature damage every 1 sec to that quadrant of the room.

Stage Two: Lightning Will End You!:

Discharge: If Lei Shen is not charging a Conduit, he will Discharge electricity, inflicting increasing Nature damage every 0.300000012 sec.

Fusion Slash: Lei Shen slashes at the target with his polearm, inflicting 487500 to 512500 Nature damage and afflicting the target with Meltdown.

Overloaded Circuits: The Conduit with the highest charge after Supercharge Conduits expires becomes Overloaded, disabling the Conduit. An Overloaded Conduit inflicts 73125 to 76875 Nature damage every 1 sec to that quadrant of the room.

Stage Three: The Final Countdown!:

Overwhelming Power: Lei Shen absorbs all of the electrical power from the Throne of Thunder, causing his melee attacks to inflict 14625 to 15375 Nature damage over 1 sec.

Ra-den

Coming soon?

Heroic Only:Ra-den is only available on Heroic difficulty.

Shrouded in Mystery:There are no scholars with any recollection or record regarding the details of Ra-den's powers. Perhaps these memories have been obscured by the passage of time, or perhaps none who saw the Keeper of Storms in battle ever lived to speak of what they witnessed....

Comments

Comment by TheDancingTree

on 2012-12-31T07:07:39-06:00

So, because I play on a laptop which can't handle raids, I'm stuck doing the same MoP dungeons for the next year and a half? I really want to do LFR, but until I can get a better computer, there will pretty much be NO new content for me. I'm looking forward to the scenarios, and I completely understand the IL issues, but still...

Comment by jacobwx77

on 2012-12-31T08:36:20-06:00

in 4.1 The Zandalari trolls gathered the different troll tribes for an alliance to reestablish the troll empire. Marii was an old zul'gurub boss being reintroduced with a couple of other bosses. We've got the Spirit of Gara'jal representing the Zandalari, we've got Frost king Malakk (king of the Gundrak troll to those who do not know) representing the Gundrak. then there's 2 trolls we havn't heard of before (assuming they are trolls) Sul the sandcrawler and Kazra'jin. the only troll city i can relate to sand would be Zul'farrak so my guess would be that Sul is from Zul'farrak. Then we have Kazra'jin who we havn't heard a thing about. i'd assume he is from Zul'aman and here is why: the 2 last troll empires (to my information at least) is the Darkspear and Zul'aman. Leaders of both conviniently ends on jin (Zul'jin and Vol'jin) but Kazra'jin belonging to the Darkspear seems unlikely as Zul'aman is the last hostile troll empire and an obvious choice to complete the picture.with that many trolls gathered at the same place it would seem likely that Vol'jin shows up telling the others that they suck.

1. The term Jin is like King/Lord/Leader for the Trolls; Vol'jin's father was Sen'jin after all.

2. It's Zul, and he's the current king of the Zandalari.

3. The Zandalari plan to bring back the Gurubashi and Amani failed miserably due to Vol'jin's actions.

4. Hopefully there will be a Gundrak main palace raid eventually.

No it is actually sul (check the dungeon journal), also there's no denying that High Priestess Marii is from the Zul'gurub.

Comment by Rocky7722

on 2012-12-31T10:18:33-06:00

"Dark Animus" Hmm...

Comment by Enthol

on 2012-12-31T16:31:08-06:00

Its not that he/they are missing the point, it was stated not at this time. The expansion has only been out for 3 months and Blizz has already set up 5 10/25 mans, multiple daily content and the exisiting 5 man dungeons. One of the major complaints over the years leading up to Cata was lack on storyline and now they have one in place and they are obviousily playing it out....Yes, I do agree it is easier to get gear in 5 mans, but LFR groups are fairly easy and if you get t14/15 gear running thoses fantastic, you still need to know how to play your toon and if guilded then you'll get your chance at better gear in guild runs. There is plenty of time for additional content, and by the way it is coming out every month, players really shouldn't be complaining, I remember patches where you were lucky to get more than one dungeon/raid over a 5 month period...

Comment by Djmax

on 2013-01-01T02:12:32-06:00

Blizzard is being contradictory. They have said that LFR is not intended to be a reliable source of gear, just for players to see all of the content, but now it's meant to be a source of gear progression? The chance to get gear is horrible, let alone something you need. The itemization on valor gear is horrible and you can't get weapons/off-hands from it so valor is really a supplement...added to the fact that it takes at least two weeks to get a piece on top of the rep grind, as opposed to a few days running dungeons. I joined in 4.3 and I am very thankful for HoTs helping me get to real raid content instead of relying on lengthier and less reliable methods. No new 5mans will make it that much harder for alts and newer players to keep up.

Comment by Flamezz13

Comment by drayack

So no new 5man cause there's already nine then why is it that the random finder put you in the same 4 randoms time and time again with very little variance

Comment by Azrile

on 2013-01-01T20:00:07-06:00

One more thing this depends on on course is that usually one tier is 19 ilvl higher than the last - it's not clear yet whether Throne of Thunder will be 19 higher than Mogushan Vaults (LFR requires 482, drops 495) or 19 higher than HoF (LFR requires 489, drops 502)

As it's a new raid content; betting above the current set, just as Firelands was higher then the T11 raids.

It is probable that they will split LFR like they did with the 5.0 tier. The first 6 bosses will require 482 and drop 495 and the final 6 bosses will require 489 and drop 502. This is using your numbers.

I hope they are a bit more ambitious than that though. With Sha, upgrading ilvls, and the new faction, many people (like myself) who have never done a real raid already have ilvls near that.

The question is.. the devs absolutely do not want real raiders to be able to get upgrades from LFR... but are they assuming that the real raiders have boosted their ilvls using valor. You are using 495 in the above example assuming that raiders have not boosted the ilevels of those items from the current tier. My guess is the devs are going to add +8 to all those numbers and say to the raider ´ok, you really can get an upgrade in LFR.. but it is probably your bracers which you haven´t bothered to increase the ilvl for.´. I think most everyone has done their weapons, chest, trinkets and pants by this point at least.

Comment by Short

on 2013-01-02T00:36:11-06:00

One more thing this depends on on course is that usually one tier is 19 ilvl higher than the last - it's not clear yet whether Throne of Thunder will be 19 higher than Mogushan Vaults (LFR requires 482, drops 495) or 19 higher than HoF (LFR requires 489, drops 502)

As it's a new raid content; betting above the current set, just as Firelands was higher then the T11 raids.

It is probable that they will split LFR like they did with the 5.0 tier. The first 6 bosses will require 482 and drop 495 and the final 6 bosses will require 489 and drop 502. This is using your numbers.

I hope they are a bit more ambitious than that though. With Sha, upgrading ilvls, and the new faction, many people (like myself) who have never done a real raid already have ilvls near that.

The question is.. the devs absolutely do not want real raiders to be able to get upgrades from LFR... but are they assuming that the real raiders have boosted their ilvls using valor. You are using 495 in the above example assuming that raiders have not boosted the ilevels of those items from the current tier. My guess is the devs are going to add +8 to all those numbers and say to the raider ´ok, you really can get an upgrade in LFR.. but it is probably your bracers which you haven´t bothered to increase the ilvl for.´. I think most everyone has done their weapons, chest, trinkets and pants by this point at least.

Throne of Thunder will be split into 4 seperate queues with 3 bosses each and for good reason. 6 bosses would be too long. What if someone disconnected and got kick at the 5th or 11th bosses? They'd have to go through all that again. O_o

Comment by Hericide01

on 2013-01-02T04:51:00-06:00

That last boss there... sounds like a Mortal Kombat reference

Comment by Tuckletuts

on 2013-01-02T06:16:32-06:00

I dislike the idea of no 5-mans. As people have said LFR can work but if its a case of spending 2 months getting the 'catch-up' gear that you need, it is a failure, and a quick 5-man can be fun. That said, it is also disappointing to work hard in a raid for months on end getting the 'best' gear you can, only to have equal items drop from 5-mans in the next tier. Personally, the ZG/ZA system worked perfectly. The gear was still better than previous heroics, but wasn't quite as good as raid epics. At this point, I wouldn't mind at all if 5.2 brought out 3 or 4 new 5-mans that dropped say 476/483 on normal and then 483/489 on heroic (as long as heroic was actually hard, like MGT). That way previous tier items from raids aren't essentially useless.

Comment by cHAOScythe

on 2013-01-02T07:56:57-06:00

I understand that Blizzard doesn't think dungeon gear should be equivalent to raid gear, but to expect us to have to gear up solely through LFR is retarded. We go from being able to play 24/7 through gearing up from random heroics to a once a week, hoping we win against 24 other players, which are mostly different every week... They either need to change LFR to being able to run it over and over again like Dungeon Finder, or they need to at least make it a per day run instead of per week run. This is going to cut game play time down significantly for a lot of players...

Comment by kellbyb

on 2013-01-03T07:04:00-06:00

I understand that Blizzard doesn't think dungeon gear should be equivalent to raid gear, but to expect us to have to gear up solely through LFR is retarded. We go from being able to play 24/7 through gearing up from random heroics to a once a week, hoping we win against 24 other players, which are mostly different every week... They either need to change LFR to being able to run it over and over again like Dungeon Finder, or they need to at least make it a per day run instead of per week run. This is going to cut game play time down significantly for a lot of players...

While I agree with you completely, there is one thing I must point out. LFR loot is no longer shared - each player has their own individual chances to get loot. You no longer have to compete against the other people in the raid, although I've heard that it doesn't improve your chances of getting loot.

Comment by Aleesa

on 2013-01-03T08:37:58-06:00

I am a bit disapointed in no new 5 Man as well. Not only from the loot stand point but from the I usually have 3 to 4 friends on and we want to do something stand point. "Sorry Fred we going to run a scenerio, catch ya later" or "come on everyone let us go join a raid where we run as fast as we can and cannot talk to each other woohoo fun" Running the 5 man content with friends is where the "fun" is at for my friends and I. It takes effort to put 10 people together to raid as friends, but we always had the dungeons. Now they are not even expanding that.

Comment by vindurza

on 2013-01-07T17:53:49-06:00

another heroic only raid boss sounds interesting and very dangerous i just wonder what it is

Comment by bossfight1

on 2013-01-14T16:28:34-06:00

MMO Champion had a leaked image of a model named "TitanCaptured" (here it is)

I'm thinking Ra'den is that titan, held by the Mogu to advance their empire, as evidenced by the Engine of Nalak'sha and Elegon. And killing Lei Shen on Heroic difficulty allows us to face the might of a true titan for the first time...

Comment by Adamsm

on 2013-01-14T17:21:37-06:00

MMO Champion had a leaked image of a model named "TitanCaptured" (here it is)

I'm thinking Ra'den is that titan, held by the Mogu to advance their empire, as evidenced by the Engine of Nalak'sha and Elegon. And killing Lei Shen on Heroic difficulty allows us to face the might of a true titan for the first time...

Except...that's the same model as the Titan Watchers(and he's called a watcher); just means that as we found in Cata, there are more of them out there then just the proto-Norse ones of Storm Peaks.